I was wondering what the easiest way to reuse existing
triggers for various encounters. I'm creating an add in for
Origins and want certain events to trigger based on plots for
this mini-campaign. I realize that this probably means editing
existing scripts, but was hoping someone could suggest a
more elegant solution.
Reusing existing triggers for new content
Débuté par
ladydesire
, août 17 2010 04:47
#1
Posté 17 août 2010 - 04:47
#2
Posté 18 août 2010 - 10:02
You can do much the same thing as the trap suggestion, but skip all the trap overhead and use AOE objects directly. You create them through script, and you can set whatever script you want to handle their events. They recieve events for creatures entering/exiting them, so you can run whatever plot scripting you want off of that.
#3
Posté 19 août 2010 - 12:07
TimelordDC wrote...
That's interesting and I didn't know about it. I am assuming you use CreateObject with OBJECT_TYPE_AREAOFEFFECTOBJECT.
You would still need a resource name for that, right? An invisible resource placeable?
You create an effect using EffectAreaOfEffect(), then apply that effect at a location.
You have to specify a 2da row for the type of aoe. If you specify your own script almost any aoe type could work, so you'd select based on the size and shape. Or you could extend that 2da and make your own row for maximum customization. The 2da is in AOE.xls.





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